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PFS StandardNemhaith

This undead guardian stands amid a whirling swarm of shackled spirits that rage against their fate. Bound by a profane necromantic ritual, a nemhaith and its servitors maintain watch over an object or place so important they embraced undeath to guard it. This ritual binds connected beings—friends, family, fellow worshippers, or even sacrificed innocents—to form a single nemhaith.

Most nemhaiths were, in life, priests or protectors who sought immortality to protect the temple they served or guard an important landmark. Others follow an endless and even impossible quest beyond the bounds of life and death. A nemhaith is not always evil at first, but the inherent evil and violence of a nemhaith's existence inevitably darkens even the brightest light.

Recall Knowledge - Spirit (Occultism): DC 36
Recall Knowledge - Undead (Religion): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite NemhaithCreature 16

Legacy Content

Uncommon NE Medium Incorporeal Spirit Undead 
Source Bestiary 3 pg. 185
Perception +33; darkvision
Languages Common; telepathy 100 feet
Skills Deception +29, Diplomacy +29, Dwelling Lore +27, Intimidation +31, Religion +33, Stealth +31
Str -5, Dex +6, Con +0, Int +4, Wis +8, Cha +6
Site Bound The nemhaith is bound to a place or large stationary object and can't venture more than 500 feet from this focus.
AC 38; Fort +25, Ref +29, Will +31
HP 275 (negative healing, rejuvenation); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical)
Bound Spirits (aura, divine, necromancy, negative) 10 feet, 4d6 negative, DC 38 basic FortitudeRejuvenation (divine, necromancy) Destroying the ritual object or place used in the nemhaith's creation destroys the nemhaith, freeing its bound spirits to move on to the afterlife.
Speed fly 40 feet
Melee [one-action] spirit tendril +31 [+27/+23] (agile, finesse, magical), Damage 3d10+2+14 negative plus drain lifeRanged [one-action] spirit dart +31 [+27/+23] (agile, magical, range 100 feet), Damage 3d8+2+14 negative plus drain lifeDivine Innate Spells DC 38, attack +30 (+4 dmg); 8th finger of death (Ă—3), harm (Ă—3), wall of force
Drain Life (divine, necromancy) When the nemhaith damages a living creature with its spirit tendril Strike, the creature must succeed at a DC 38 Fortitude save or become drained 2. Further damage dealt by the nemhaith increases the condition value by 1 on a failed save, to a maximum of drained 4.Rage of Spirits [two-actions] The nemhaith's bound spirits rage and smash everything in a 30-foot emanation. Creatures in this area take 4d6 sonic damage and 4d6 negative damage (DC 38 basic Fortitude save).Throw Spirits [one-action] The nemhaith directs its bound spirits as a group to move up to 1 mile away (they have a fly Speed of 60 feet). The nemhaith can see and hear through the thrown spirits, but it loses its aura and can't use its spirit dart ranged Strike or Rage of Spirits. The nemhaith regains these abilities when the spirits return to the nemhaith's space.

Sidebar - Additional Lore Captive Spirits

The ritual to form a nemhaith doesn't require consent from its spirits, which might come as a shocking betrayal. A nemhaith can grow more powerful as living creatures drained of life by its touch join its coterie of spirits.